Target shooting apparatus

ABSTRACT

Apparatus for a shooting game wherein targets are launched from a launching station toward a shooter. Launching conditions can be varied and are selected in a manner hidden from the shooter. A timer is actuated when a target is launched and deactuated when the shooter fires at the target with the shooter being awarded a score which is inversely proportional to the time lapse between launch and firing. No score is awarded if the target is not hit by the shooter.

United States Patent Wallace et al.

4 1 Aug. 1, 1972 [54] TARGET SHOOTING APPARATUS [72] Inventors: Baird Wallace, Grosselle, Mich.; Philip E. Smith, Jr., Gleasondale,

Mass.

[73] Assignee: Olin Corporation [22] Filed: July 17, 1970 [21] Appl. No.: 55,721

[52] US. Cl. ..273/10l, 273/1 E, 124/11, 124/50, 124/51, 124/32, 273/1022 R [51] Int. Cl. ..F4lj 5/06 [58] Field of Search...273/95 R, 1 E, 102.2 R, 105.1, 273/101; 35/9 R, A-B; 124/8, 9, ll

[56] References Cited UNITED STATES PATENTS 2,855,916 10/1958 Foster ..273/1 E 3,589,727 6/1971 Lowry ..273/101 3,411,785 11/1968 Molina ..273/1E 3,558,132 1/1971 Miller ..273/1E 3,300,875 l/1967 Nisbet ..35/9B Primary Examiner-Richard C. Pinkham Assistant Examiner-Marvin Siskind Attorney-Donald R. Motsko, H. Samuel Kieser and William W. Jones [57] ABSTRACT 12 Claims, 21 Drawing Figures [JG-i INVENTORS PHIL/P E, SM/TH JR.

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INVENTORS. PH/LEP E. SMITH, JP. BAIRD WALLACE By WM a) ATTORNEY This invention concerns a shooting game which is played by launching a target toward a shooter. A timer is actuated when the target is launched and deactuated when the shooter fires at the target, the timer thus measuring elapsed time between target launch and the act of firing at the target by the shooter.

A number of shooting games are known wherein a target is'launched into the air away from a shooter whereupon the shooter fires at the target and is awarded a score if the target is hit. Skeet and trap shooting are exemplary of this type of game. Since the targets are launched away from the shooter, these games must necessarily be played outdoors because of the large area needed. Furthermore, no provision is made for rewarding a shooter for quickly hitting a launched target rather than tardily doing so. While launch conditions in skeet or trap shooting can be varied, they cannot be individually controlled by the shooters opponent for any particular launch in a match. i

The shooting game and apparatus of this invention are particularly designed for indoor use by providing for launching the targets toward the shooter, and are also, particularly designed for individual and team competition by providing for the awarding of a higher score when the target is hit quickly after launch rather than being tardily hit. The game is preferably played indoors in an area about the size of a pair of bowling lanes. A target launchingstation is positioned at oneend of the area and a shooting station is positionedat the other end of the area. The launching station includes a number of target launchers which are directed toward the shooting station so as to be operable to launch targets toward the shooter. The game is preferably played by two opposing teams, each having a predetermined number of players. For example each team could have five players. Each player gets a certain number of chances to shoot at a launched target, for example each player could have ten chances to fire at a launched target, and could take hischances three at a time, with each player getting one final shot. It is contemplated that the teams would alternate being the shooting and launching team with one member of ateam taking his three chances, then one member of the other team taking his three chances, and so forth. 7

In order that the players may control target launching parameters, each team is provided with a console which operates logic circuitry to establish the launching characteristics. The consoles permit selection of a launcher, selection of launch velocity, and selection of launch delay. Launch parameters can only be established by one console at a time so that only the launching team can determine launch parameters for the shooting team. The selections are concealed from the shooter, and when the shooter is ready, he actuates a target launch or pull switch which results in the launching of a target in accordance with the preselected parameters. Since the shooter does not know the exact location from whence the target will be launched toward him, the velocity of the launch, nor the delay of launch after the pull switch is actuated, he must react quickly and accurately in order to score a high point award for his shot. In order to determine the scoreawarded to a shooter, a scoreboard having a numerical readout is positioned in clear view of all of the players. The scoreboard is controlled by a sequential generator which starts when a target is launched and stops when the shooter fires at the target. A noise detector is operative to stop the sequential. generator when the shooter fires. The scoreboard counts downs from ten to zero so that a higher score is awarded if the shooter fires early after launch rather than late. Of course, no score is awarded if the shooter misses the target. The score showing on the scoreboard after the shooter fires is awarded if the shooter hits the target. Team scores are determined by adding the various scores of the shooters, and handicaps can be assigned to shooters after their individual skill is determined if desired.

After one shooter has taken his three shots, the shooting temas console is enabled to set launch parameters, and the launching teams console is disabled from so doing. Thus the shooting team becomes the launching team and viceversa.

Briefly a typical launch sequence ensues as follows. The consoles are enabled by the launching team pressing a console on button on their console. The shoot cycle is started by the shooting team pressing a shooter ready button on their console. At this time a target is selected and a five second timer commences. The launching team then has up to five seconds to enter launch data (velocity, pull delay, launcher) into the system. At the end of the five second period or after launch conditions are set and after a usable target has been deposited in a launch tube, the ready light is actuated to indicate to the shooter that launch data has been selected. When the ready light goes on, the shooter knows that he has a predetermined time, five to ten seconds preferably, in which to call for launch by depressing the pull button and thus issuing a launch command.

At the time the initial five second period for setting launcher data ends, a preselected automatic launch condition will be enabled should the launching team not have selected all of the launch variables. If the preselected launch is enabled, the ready light will flash off and on so that the shooter will thus be made aware of the enabling of preselected launch. It is contemplated that the preselected launch will always be from launcher three, fast velocity, and one second delay to offer the shooter the easiest possible shot and thus penalize the launching team for not making a timely selection of conditions.

If the shooter presses the pull button within the subsequent time period, for example five seconds, after the ready light goes on, the target will be launched at a time totalling the point within the five second limit plus the programmed delay. If the shooter fails to call for a target within the five second time period, a signal called auto launch" will fire the target ignoring any preselected delay.

The signal that fires the target also starts a score sequence generator. The score generator is stopped by the sound of the gunshot detected by a microphone, and generates the shooters score signifying the end of the shooting cycle. If the shooter does not shoot, the score generator continues to zero also signifying the end of the shooting cycle. The end of the shooting cycle may occur anywhere from 0.5 to 3.5 seconds after the time of launch. At the end of the shooting cycle, all of the control logic is reset, the ready light goes out, and the system is readied for the next shooting cycle. After one shooter takes his three shots, the shooting team takes over control of the launching conditions by pressing its console on" button. Thus changeover from shooting to launching team is accomplished.

In order to ensure that only one launcher, delay, and velocity can be selected for any one launch, the selection buttons are equipped with positive lockout devicesv which prevent actuation of more than one button in any set thereof. Furthermore, in order to vary the launch conditions during the three shot set taken by any single shooter, the launcher selection buttons may also be equipped with accumulative lockout devices which permit any one launcher button to be depressed only once during the three shot sequence. After each shot, the positive lockout devices are automatically unlocked, and after each three shot sequence, the accumulative lock devices are automatically unlocked for the next sequence.

The targets preferably used with the game of this invention are spherical in configuration and may be made of glass, ice, or any other frangible material. The targets are preferably launched from tubular launchers by means of a blast of compressed air. Targets can be stored in a storage bin and fed into the launcher tube which is selected immediately before launch. In order that the mechanical portions of the launcher will not fall behind the logic circuitry, the launching tube is preferably equipped with a sensor which determines that a target is in position in the launch tube before the firing of the compressed air charge can be accomplished. Launch velocity is preferably varied by using a variable area orifice through which the compressed air charge is tired against the target. It is contemplated, however, that other means for varying the velocity of the compressed air charge can be used without departing from the spirit of this invention.

Since the targets are of a rather frangible nature, it has been found to be highly desirable to provide some means for checking the targets before they are launched in order to prevent or at least drastically minimize the launching of broken targets. In order to accomplish this testing, a first sensor which responds to the weight of the target is positioned near the storage bin to determine whether targets emerging from the storage bin are in good condition. If a broken target emerges from the storage bin, it is rejected and a new target is selected with the start of the shooting cycle being delayed until a good target has been selected. Furthermore, a second similar sensor is positioned in the breech of the launcher, so that if a target is broken in transfer from the first sensor to the launcher huch, the broken target is automatically purged from the launcher without the ready light being lit.

In order to operate the various solenoids and other devices located in the launching area with signals from the logic system, the appropriate logic circuits are preferably connected to general purpose relays, such as the type manufactured by Potter Brumfield Corporation and identified by their catalogue number KHP 17 D1 1. Thus the logic signals actuate the relays, and the relays actuate the solenoids in the launching area.

It is, therefore, an object of this invention to provide a shooting game apparatus wherein targets are launched toward a shooter and a score which is inversely proportional to the time lapse between launch and shooting is awarded to the shooter if he hits the launched target.

It is a further object of this invention to provide a shooting game apparatus of the character described wherein there are included a number of target launchers, only one of which can be selected for launching a target toward the shooter.

It is yet another object of this invention to provide a shooting game apparatus of the character described wherein the launched velocity can be varied by preselection from one of a number of different available velocities.

It is a still further object of this invention -to provide a shooting game of the character described wherein a launching team can preselect launch conditions unbeknownst to a shooter who can then launch the target by actuating a pull button.

It is another object of this invention to provide a shooting game of the character described wherein the launch conditions must be selected within a predetermined time period or a preselected launch will automatically be programmed to occur.

It is still a further object of this invention to provide a shooting game of the character described wherein automatic launch will occur should the shooter not call for a target within a predetermined time period after launch conditions are established.

These and other objects, advantages and features of the invention will become readily apparent to those skilled in the art from the following detailed description of a preferred embodiment when read in conjunction with the accompanying drawings, in which:

FIG. 1 is a side view of a shooting area having a shooting station and a target launching station in accordance with the invention;

FIG. 2 is a top view of the shooting station showing the preferred placement of the operating consoles, the logic box, and the readout timer;

FIG. 3 is a front view of the target launching station showing a preferred arrangement of launch tube orifices as the shooter sees them, and also showing the location of the ready light which informs the shooter that a target can be launched;

FIG. 4 is a top view of a console showing the various buttons and indicators mounted thereon;

FIG. 5 is a side sectional view of a typical target launcher showing the target feeding tube and target launcher tube and breech;

FIG. 6 is a side sectional view of the target launch velocity-varying portion of the launcher, the launcher being shown in a medium velocity launch condition;

FIG. 7 is a side sectional view of a group of switch buttons used on the console of this invention, with the positive lock mechanism and accumulative lock mechanism being shown;

FIG. 8 is a side sectional view taken along line 88 of FIG. 7 showing further details of the positive and accumulative lock mechanisms;

FIG. 9 is a side view taken along line 9-9 of FIG. 7 showing details of the positive and accumulative lock solenoid releases;

FIG. is a side sectional view similar to FIG. 8 but showing the switch button depressed to close the associated electrical switch, and showing the positive and accumulative locks operating to lock the button in its depressed position;

FIG. 11 is a sectional view taken along line 11-11 showing details of the spring connection for positive lock bar;

FIG. 12 is a circuit diagram of a negative pulser used in the logic circuitry preferred for the apparatus of this invention;

FIG. 13 is a circuit diagram of a positive pulser used in the logic circuits preferred for the apparatus of this invention; and

FIGS. 14-21 are circuit diagrams of the various logic circuits preferred for use in conjunction with the apparatus of this invention.

Referring to FIGS. 1-4, the game apparatus includes a shooting station 2 having a balcony 4 onwhich the shooter 6 positions himself to fire at launched targets. A pairof consoles A and B are arrangedon the balcony 4, each of the consoles being connected to logic circuitry housed for the most part in a control housing 8. The logic circuits obtain their power from a standard AC. outlet 10. An on-off switch 12 is mounted on the side of the control box 8. A microphone 14 is positioned at the front of the balcony 4 to detect the sound of the gun being fired. A scoreboard 16 of the readout variety is positioned at the front of the balcony to indicate the shooters score in a manner more clearly set forth hereinafter. A target launching station 18 is positioned forward of the shooting' station 2. The launching station 18 includes a plurality of target-launching tubes 20, 22, 24 26 and 28 having orifices 30, 32, 34, 36 and 38 respectively opening through a wall 40 toward the shooter. A launch ready light 42 is mounted above the orifices in plain view of the'shooter.

Each console A? and B includes a console on button 44, a shooter ready button 46, a make launcher selections window 48, velocity buttons 50, 52, and 54 delay" buttons 56, 58 and 60, and launcher" buttons 62, 64, 66, 68 and 70. The velocity buttons correspond to fast, medium, and slow launch velocities, the delay buttons correspond to l, 2 and 3 seconds launch delays, and there is one launcher button for each launcher orifice. The buttons are all of translucent plastic material, as is the window 48, and all have lights disposed thereunder, which lights are selectively lit in a manner set forth in greater detail hereinafter.

Referring now to FIGS. 5 and 6, each target launcher includes a launch tube, such as having a forward open end defining an orifice 32 opening through the wall 40. The rearward end of the launcher tube 20 is connected to a fluid compressor 71 which compresses air or the like to be used to propel the targets through the tube 20. A hopper 72 containing a supply of spherical targets 73 is disposed above the rearward portion of the launcher tube 20. A chute 74 leads downwardly from the hopper70 to a shelf 75 containing a sensor 76. A sliding door 77 is movably mounted at the bottom of the chute 74 and a solenoid 78 is connected to the door 77 by means of a rod 79, actuation of the solenoid 78 being operative to slide the door 77 to a clearing position wherein a target 72 can drop from the chute 74 onto the shelf 75. It is noted that a spring 80 biases the door 77 toward a closed position. Since actuation of the solenoid 78 is of only momentary duration, the spring 80 acts to close the door 77 after only one target falls onto the shelf 75. It is noted that the shelf is inclined and a pusher member 81 is mounted on the shelf to prevent the target 73 from rolling downv therealong. The sensor 76 includes a switch which is normally open and which closes when a target having a predetermined weight is disposed thereon, the switch being precalibrated. If the target on the shelf 75 is broken, its weight will be insufficient to close the switch, and after a predetermined time delay, the pusher 81 will move to the right permitting the broken target to move downward along the shelf 75 and be discharged through an opening 82 therein. A new target will then be dropped onto the shelf 75 for testing. Should the target be satisfactory, the switch in the sensor 76 will close and the pusher 81 will be able to be moved to the left to push the target into a passage 83 which leads to the breech of the launcher. The pusher 81 may be actuated by a conventional push-pull hydraulic cylindr or the like 81'. A second sensor 84 is located in the breech of the launcher tube 20, the sensor 84 being similar in operation to the sensor 76. If the target 73' (shown in phantom) is acceptable, the switch on the sensor 84 will close and the shooting cycle can continue. If the target 73' is broken, the switch in the sensor 84 will not close and the ready light will not go on. When the latter condition exists, the broken target 73' will be automatically purged from the launch tube 20 by a blast of air from the compressor 71. In order that a single chute 74 can feed a number of launcher tubes, it is contemplated that a plurality of radially arranged pushers can be positioned so as to be able to push the target in a number of different directions into radially disposed passages, as for example 83'. In this manner a single bin 72 can serve all of the launcher tubes. When the launcher is selected only the pusher associated with the selected launcher is actuated to push the target into that particular passage 83, 83, etc. leading into the breech of that selected launcher.

A plurality of plates 85, 86 and 87 are mounted in the rear end of the launcher tube 20 forward of the compressor 71. The plates 85, and 86 each have orifices 88 and 89 respectively, which orifices are of progressively increasing area. The plate 87 has no orifree and acts to seal the compressor 71 from the launch tube 20. Each of the plates 85, 86 and 86 are movably mounted in the launcher tube 20 and are connected to actuating solenoids 90, 91 and 92 respectively by means of rods 93, 94 and 95. Springs 96, 97 and 98 serve to bias the respective plates 85, 86 and 87 toward the positions shown in FIG. 5. The purpose of the differently sized orifices 88 and 89 is to vary the velocity of a blast of compressed air as the latter passes from the compressor 71 into the launch tube 20. The smallest orifice 88 causes a fast velocity blast of air, and the largest orifice 89 causes a slower velocity blast of air. By varying the velocity of the air blast, the velocity at which the target is launched from the launcher tube can be varied. FIG. 6 shows how the velocity-varying plates operate to vary the velocity of the launch, the device being set for a medium velocity" launch by actuating the solenoid 90 so as to withdraw the plate 85 from the launcher tube 20. Thus the smallest velocitydetermining orifice remaining in the launcher tube is the orifice 89. Should on wish to launch the target at fast velocity," neither of the plates 85 and 86 are withdrawn from the tube 20, and should one wish to launch a target at slow velocity, both of the plates 85 and 86 are withdrawn from the tube 20. Once the launch velocity conditions are properly set, the solenoid 92 is actuated to withdraw the plate 87 from the tube 20 to permit a blast of air to pass from the compressor 71 into the tube 20 and against the target 72'. The target 72' is thus blown through the launcher tube 20 and out of the orifice 32 toward the shooter. The actuation of the solenoid 92 is momentary duration and after the solenoids 92 and 90 are deactuated, the plates 85 and 87 are returned to the tube 20 by the springs 96 and 98 respectively. While a variable orifice arrangement is shown as a preferred manner of varying the launch velocity, other means may be used without departing from the spirit of the invention.

Referring now to FIGS. 7-11, a set of push buttons are shown with their associated plungers, electrical switches, positive, and accumulative locking devices. For convenience both the positive and accumulative locking devices are shown in conjunction with an associated bank of three buttons, which for the sake of example will be termed launcher selection buttons. It will be readily understood that the buttons could be velocity or delay selection buttons, and also that both or only one of the positive or accumulative locking mechanisms can be associated with any given bank or related buttons. While three buttons are shown, it will be understood that two or more buttons can be associated together by means of a positive and/or accumulative locking mechanism. For purposes of definition, a positive lock refers to a mechanism which, until released, permits only a single button to be depressed for any launch condition selection, e.g., if launcher 3 is selected for a given launch, then none of the other launcher buttons can be depressed for the same launch. An accumulative lock refers to a mechanism which, until released, permits a single button to be depressed only once (to actuate a switch) in any given series of launch conditions selections, e.g. if a shooter takes a series of three shots, for example, a given launcher can be selected only once during that series. The positive and accumulative locking mechanism thus speed up the game and provide for launch variety. The buttons 62, 64 and 66 extend upwardly through apertures 63, 65 and 67 respectively in the top wall 96' of the console. Each of the buttons is mounted on a rod 97 which extends downwardly through a divider panel 98 in the console. A coil spring 99' is associated with each button and rod 97 to bias the two upwardly toward the positions shown in FIG. 7. A light bulb 100 is mounted in an end wall 101 which compartmentalizes the interior of that portion of the console containing the bank of buttons. The bulb 100 is selectively illuminated in a manner set forth hereinafter in greater detail so as to illuminate the buttons 62, 64 and 66 which are made of translucent plastic.

A shaft 102 is pivotally mounted in a block 103 which in turn is slidably mounted in the end wall 101. A plurality of U-shaped clips 104 are secured to the shaft 102 and depend downwardly therefrom and toward each of the rods 97'. A spring 105 is mounted inside of the block 103 and secured thereto and to the shaft 102, the spring 105 serving to bias the shaft 102 so that the clips 104 are urged toward their respective rods 97'. (See FIGS. 8 and 11). Each of the rods 97 includes an ear 106 having a front edge 107 which tapers backwardly and outwardly, and a rear edge 108 which tapers backwardly and outwardly, the rear edge 108 combining with the main body of the rod 97 to form a notch 109. As seen in FIG. 8, when the button is not depressed, the spring 105 serves to bias the clip 104 against the front edge 107 ofthe rod ear 106.

Mounted directly below the lower end of each rod 97 is a plunger 110 which extends downwardly through a second divider panel 111. A coil spring 112 biases each plunger 110 upwardly against the lower end of its respective rod 97. A flat bar 113 is pivotally mounted in the end wall 101 by means of a cylindrical hub portion 114 formed at each end of the bar 113. A U-shaped clip 115 having an integral spring portion 116 (see FIG. 10) is mounted on the bar 113 adjacent each plunger 110, the spring portion 116 serving to bias each clip 115 toward and against the associated plunger 110. Each plunger 110 includes an ear 117 having a forward outwardly and rearwardly tapering edge 118 and a rearward outwardly extending edge 119 which is normal to the axis of the plunger 110. When the plunger 110 is in its upwardmost position shown in FIGS. 7 and 8, the spring portion 116 biases the clip 115 against the tapering edge 118 of the plunger ear 117. It is thus readily apparent that all of the clips 104 and the shaft 102 can only move in unison, while the individual clips 115 can move independently of each other and of the bar 113.

A plurality of electrical contacts 120 are mounted on a bottom panel 121, and each of the contacts 120 is connected to an electrical conductor 122. A plurality of further electrical contacts 123 are mounted on blade springs 124 which in turn are secured to the bottom panel 121 and connected to electrical conductors 125. The contacts 120 and 123 are disposed below the plungers 110.

Referring now to FIG. 9, a solenoid 126 is mounted on the end panel 101 and is connected by means of a rod 126 to the block 103. The block 103 is slidably mounted in a slot 128 cut into the end panel 101 and the square perimeter of the block 103 permits the latter to reciprocate in the slot 128 but' not to rotate therein, thus the spring 105 is capable of rotationally biasing the shaft 102. A spring 129 is interposed between the solenoid 126 and the block 103 to bias the latter toward the position shown in FIG. 9. A second solenoid 130 is fixed to the end panel 101 and is connected by means of a rod 131 to a lever 132 extending downwardly from and secured to the bar 113. A spring 133 is sandwiched between the solenoid 130 and the lever 132 and biases the lever 132 to the right, as shown in FIG. 9. Thus the bar 113, as shown in FIG. 9, is biased for counterclockwise rotation. For reference purposes, the solepropriate bar or shaft associated with any particular bank of push buttons.

FIG. 10 shows the positive and accumulative locks in operation. When the push button 62 is depressed to select launcher number 1, the rod 96' moves downwardly and the spring 99' is compressed. Downward movement of the rod 97' moves the ear 106 downward causing the forward ear edge 107 to move against the clip 104 forcing the latter to deflect to the position shown in phantom in FIG. 10. Deflection of the clip 104 causes the shaft 102 to rotate against the bias of the spring 105. As the ear 106 continues to move downward, the clip 104 rides over the ear 106 until the clip 104 is snapped by the spring 105 into the notch 109 behind the ear 106. The rearward inclined ear edge 108 traps the clip 104 in the notch 109, as shown in FIG. 10. Thus the button 62 is locked in a depressed position. The downward movement of the rod 97'also causes the plunger 110 to move downward compressing the spring 112. As the plunger 110 moves downward, theplunger ear 117 moves against the clip 115 causing the latter to deflect against the bias of the spring portion 116. The clip 115 thus slides over the plunger ear 117 until the clip 115 clears the plunger ear 117 and snaps to the right (as shown in FIG. 10) under the influence of the spring portion 116 to engage the normal rearward face 119 of the ear 117. Thus both the rod 97' and plunger 1 10 are independently held in their depressed positions. The plunger 110, when depressed, moves the contact 123 against the contact 120, thus closing one of the electrical circuits. It is noted that when one of the push buttons has been depressed to close an associated circuit, none of the other buttons controlling a similar condition, for example selecting a launcher, can be depressed because the clip 104 is trapped beneath the inclined ear edge 108, thus the shaft 102 is locked against further rotation. For this reason none of the remaining rod ears 106 can be moved past their associated clip 104.

' depressed so that if one were to again push the bottom 62 for the next shot, the launcher number 1 would not be reselected. The contacts 120 and 123 must be moved apart before the circuit will be able to reselect launcher number 1.

When the accumulative lock solenoid. 130 is actuated, the rod 131 pulls the lever 132 to rotate the bar 113 thus pulling the clip 115 over the normal ear edge 119 to clear the plunger ear 117. The plunger 110 is then returned to its original position by the spring 112 and the spring blade 124 rebounds to separate the contacts 120 and 123.

Preferably, only the launcher select buttons will be provided with both positive and accumulative locks,

while the velocity select and delay select buttons will be equipped with only positive locks. Thus for any one shot, the launching team can select only one of each of the launch conditions, e.g. launcher, velcoity, and delay because of the positive locks. For a given sequence of shots by one team, for example, a

sequence of three shots for the shooting team, the launching team can only select a given launcher once, because of the accumulative locks, but can reselect velocity or delay for each shot in the sequence. After each shot, the positive lock solenoids are actuated.

Referring to FIGS. 12 and 13, schematic diagrams are shown of logic elements referred to hereinafter as negative pulsers and positive pulsers. FIG. 12 shows a negative pulser including an inlet line connected to an AND/NOR gate 141. A capacitor 142 is also connected to the AND/NOR gate 141. The outlet 143 of the AND/NOR gate 141 is connected to one inlet of a second AND/NOR gate 144. A bypass line 145 is connected to the inlet line 140 and to the other inlet of the AND/NOR gate 144. When the voltage in the line 140 goes from low to high, the AND/NOR gate 144 emits a negative pulse the duration of which depends on the time required to charge the capacitor 142 to a high value.

FIG. 13 shows a positive pulser which includes an inlet line 146 connected to AND/NOR gate 147. A capacitor 148 is also connected to the AND/NOR gate 147. The outlet line 149 of the AND/NOR gate 147 is connected to an AND/OR gate 140 as is a bypass 151 from the inlet line 146. When the voltage in the inlet line 146 goes from low to high, the AND/OR gate 150 emits a positive pulse, the duration of which depends on the time required to charge the capacitor 148 to a high value.

The game is played in the following manner. Assume that A and B consoles are to be used for a game. Further assume that A is the launching team, e.g. the team that will launch targets, and B is the shooting team that will try to hit the targets launched. To start the game, the on-off switch 12 is turned on to activate the various logic circuits shown in FIGS. 12-21, which circuits are positioned for the most part in the control box 8. When the power is turned on, the voltage in line 200 (see FIG. 14) goes from high to low until the power reaches 100 percent, at which time the line 200 returns to a high state. The drop from high to low in the line 200 enables the NOR gate 202 to go from low to high which enables a negative pulser 204 to emit a low pulse to switch the flip flop gate 206 to low. The NOR gate 208 then emits a high pulse which enables the OR gate 210 and 212 to go to high to drive drivers 214 and 216 to clear all accumulative solenoiddriven locks on the A and B launcher selection switches. In this way the accumulative launcher switch locks which were actuated in a previous game are cleared for further actuation. The high pulse from the NOR gate 208 also travels along line 209 to AND gate 211 (see FIG. 20) to enable the latter to high and thereby enable OR gate 448 to high. AND gate 450 is thus enabled to high to clear all positive lock solenoids on consoles A" and B which may have locked switches from a previously played game.

The launching team A then depresses the console on button 44 to depress the A on switch 218. It is noted that the on switches are of the type which are normally open so that their output is normally high. When the switch 218 is depressed, the line 220 goes to low until the switch 218 is released at which time it goes back to high. When the switch 218 is released the OR gate 222 is enabled to go to high thus causing the positive pulser 224 to emit a high pulse which switches the flip flop gate 206 to high. The shift of the flip flop gate 206 to high partially enables each of the AND gates 226, 228, 230 and 232 and further switches the output of the NOR gate 208 to low thereby releasing the accumulative lock solenoids for operation to lock the appropriate switches when depressed. Still further, the high from the line 200 travels through line 207 to NOR gate 209 which emits a low to AND gate 211 dropping OR gate 454 to low and maintaining the negative pulser 456 in a low state (see FIG. 21) When the line 220 goes to high, the AND gate 234 goes to high causing the negative pulser 236 to emit a negative pulse which sets the flip flop gate 238 on high. Then the AND gate 240 is enabled to high with the result that line 241 goes to high and the AND gates 226 and 228 are enabled to drive the drivers 242 and 244 to light the lights under the velocity," delay" and launcher buttons 50-70 and the console on" button 44 on console A, and to light the light under the shooter ready button 46 on console B." Furthermore, the AND gate 248 is partially enabled.

It is noted that the shooter ready switch 246 is of the type which is normally closed so that its output is normally low. When the switch 246 is depressed its output goes to high and the AND gate 448 is fully enabled switching the flip flop gate 250 to high. The AND gate 252 then goes to high.

When the gate 252 goes to high, the line 253 goes to high and a get target signal is sent to the solenoid 78 which is thus actuated to drop a target onto the sensor 76. At the same time a timer 255 is started. If the sensor 76 decides that the target is unbroken, a signal is sent through line 257 to flip flop gate 259 to switch the latter to high. This high is then transmitted through line 501 to actuate negative pulser 254. If the line 257 goes to high, the timer 255 is ignored, however, if the line 257 does not go to high because a broken target has been deposited on the sensor 76, the timer 255 (after a predetermined time lapse) triggers a negative pulser 500 which switches the flip flop gate 259 to low actuating a timer 502. The timer 502 emits a timed high pulse which resets the shooter ready button and actuates the pusher 81 to permit the faulty target to be ejected through the opening 82. The high pulse also causes actuation of the solenoid 78 to cause the door 77 to open to drop a new target onto the sensor 76. A counter 504 counts the number of times the timer 502 is actuated, and when the timer 502 is actuated two times consecutively, thus indicating that two consecutive defective targets have been sensed, a line 506 goes to high lighting a trouble light 508 disposed above the pusher 81. An attendant is thus signaled to check the system. The trouble light 508 will go out as soon as a good target is sensed by the sensor 76.

When a good target is sensed, the negative pulser 254 generates a low pulse which travels to the NOR gates 256 and 258. The NOR gate 256 then emits a high pulse which resets the timer 260 to prepare the latter to emit a high pulse of predetermined duration, for example, a high pulse of five seconds duration. When the output of the negative pulser 254 returns to high, the NOR gate 256 emits a low which actuates the timer 260 to begin the five second positive pulse. The NOR gate 258 emits an initial high pulse which goes through line 262 to enable AND gates 264 and 266 (see FIG. 19.) When the AND gate 240 'went to high, the AND gates 264 and 266 were partially enabled, thus the drivers 272 and 274 are enabled to release the positive locks on the velocity" and delay" switches on A" console which may be locked from a previous game. When the output of the NOR gate 258 returns to low, the AND gates 264 and 266 are disabled and the positive locks on the velocity" and delay" switches on console A" are then free to lock up depressed switches once more. Thus each time the shooter ready" button on one console is depressed, the positive lock solenoids on the velocity and delay" button banks on the other console are actuated to release the positive locks from the previous shot.

When the flip flop gate 250 goes to high, the AND/NOR gate 226 goes to low to deactuate the driver 244 and turn off the ready light on B console.

The negative pulse from the pulser 254 drops the AND gate 276 to low and passes through the line 277 to switch the flip flop gates 278, 280, 282, 284, 286 (see FIG. 15), 288, 290, 292 (see FIG. 16) 294, 296, 298 (see FIG. 17), 300 and 302 (see FIG. 18) to low. The negative pulse also travels to AND gate 438 (see FIG. 16) to drop the latter to low and switch the flip flop gate 318 to low.

When the line 241 goes to high, each of the AND gates 304 (see FIG. 15) 306, (see FIG. 17,) 308, 310, 312 and 314 (see FIG. 16) is partially enabled. Furthermore, the AND gate 316 (see FIG. 14) is also partially enabled.

Thus after the A on and turn on switches are closed, the shooter ready button on B console is lit, and the velocity, delay and launcher buttons on A console are lit. When the shooting team has positioned a shooter properly, and is ready to have the launching conditions established, the shooter ready button B" console is depressed thus depressing the ready switch 246. As previously noted, after the switch 246 is depressed, the timer 260 is actuated to emit a high pulse of five seconds duration. A clock 261 which emits a continuous pulsating signal of highs and lows is connected to AND gate 318, as is the timer 260. Thus the AND gate 316 emits a pulsating signal of five seconds duration periodically driving the driver 320 and causing the light under the make target selections panel on A console to flash off and on. This signals to A" team that thy have five seconds to set the launcher conditions. It is noted that line 263 from the timer 260 carries a five second duration high pulse, and line 265 from the timer 260 carries a low pulse because of the inverter 267. The line 263 carrying the high pulse from the timer 260 is connected to the AND gates 304 (see FIG. 15,) and 306 (see FIG. 17). Thus the AND gates 304 and 306 are enabled to high for a period of five seconds. Enabling of the AND gate 304 for a period of five seconds results in a partial enabling of each of the AND gates 322, 324 326, 328 and 330 for a period of five seconds. Enabling of the AND gate 306 for a period of five seconds likewise results a partial enabling of the AND gates 332, 334 and 336 for a period of five seconds. Assume the A team decides to launch from target 1 launcher to medium velocity and after a'delay of three seconds. The launcher l button 62 is depressed closing the switch 338 and causing the positive pulser 340 to emit a high pulse which completely enables AND gate 322 causing OR gate 342 to go to a high output and switching flip flop gate 278 to high. The medium velocity button 52 is depressed closing the switch 344 and causing the positive pulser 346 to emit a high pulse which completely enables AND gate 334 causing OR gate 348 to go to a high output and switching flip flop gate 296 to high. The three second delay button 60 is depressed opening the switch 350 and completely enabling the AND gate 312 thus causing the OR gate 313 to go to a high output and partially enabling the AND gate 315.

Referring now to FIG. 17, the preset and not preset logic is shown. If one of the launchers 1-5 is selected, the OR gate 352 will go to high. If one of the delays .l-3 seconds is selected, the OR gate 354 will go to high, and if one of the velocities fast, medium or slow is selected, the OR gate 356 will go to high. If both the OR gat'es 354 and 356 go to high then the AND gate 358 will go to high. If both the OR gate 352 and the AND gate 358 go to high, the output of the NOR gate 360 will be low. It is noted that the line 265 from the inverted output of the timer 260 is connected to the AND gate 362 as is the output of the NOR gate 360. After the five second pulse from the timer 260 expires the line 265 goes to high. It will be seen that so long as the output of the NOR gate 360 is low, the output of the AND gate 362 will be low and the positive pulser 364 will not generate a high pulse, so the output of the pulser 364 willbe low. Thus the output of the NOR gate 366 will be high and a condition entitled. not preset will exist. Should the launching team neglect to select a target, a delay, or a velocity, the output of the NOR gate 360 will be high so that when the inverted five second pulse goes to high, the AND gate 362 will be enabled and the positive pu1ser365 will emit a high pulse through line 368 so that a condition termed preset will exist. It is noted that the high pulse from the pulser 364 isinver'ted at the NOR gate 366 so that only one of the conditions preset or not preset can exist at one time. V I

If the condition after the five second pulse is not preset, the flip flop gate 296 will not be switched back to low by the NOR gate 366 and the drivers 370 will drive all of the launcher solenoids to establish a medi um velocity launch condition at all of the launchers 1-5.

Further, when the OR gate 342 switches the flip flop gate 278 to high, the AND gate 372 is partially enabled (see FIG. 15.) The high pulse from the NOR gate 366 completely enables AND gate 315 to high and the flip flop gate 292 is switched to high, thus partially enabling the AND/NOR gate 374 (see FIG. 16.)

Referring further to FIGS. 15 and 16, at the termination of the five second high pulse, the condition of the line 265 goes from low to high. This causes the AND gate 372 to go to high driving the driver 416 thus actuating the appropriate pusher 81 to cause a target to be dropped from the shelf 75 into the breech of the chosen launchtube. Thus a situation typically shown in FIG. 5 is achieved, the target 73' causing the sensor 84 to close an appropriate circuit. The tank of breech sensors is shown in FIG. 16 and identified generally by the numeral 510. All of the sensor switches are normally open so that the line 512 connected to the sensors is normally high, and the output of the NOR gate 514 is normally low. Thus the flip flop gate 516 is normally low. If a broken target is deposited in the preselected launcher breech, the sensor switch will not close and the flip flop 516 will remain low. The low output will be delayed at 518 for a predetermined time period, after which a high will be imparted to line 520 to cause auto purging of the broken target from the launch tube by means of a blast of air, line 412 being operative to actuate solenoid 92. It is noted that as long as flip flop 516 remains low, the AND gate 381 will not be enabled and the ready light will not go on. If the target is acceptable, the sensor switch will close and the line 512 will go to low converting the output of the NOR gate 514 to high. The flip flop 516 will thus be switched to high partially enabling AND gate 381. When the line 265 goes to high, the positive-pulser 376 is caused to emit a high pulse switching the flip flop gate 378 to high complete ly enabling the AND gate 381. As previously noted, the circuit from the sensor 84 is connected to line 383 and when the sensor 84 senses the positioned target 73', the line 383 goes to high thus enabling the AND gate 381 to go to high. In this manner the AND gate 381 is partially enabled to high. The high pulse from the positive pulser 376 also goes through line 377 to enable AND gate 452 to high and switch the flip flop gate 446 to high, (see FIG. 20), OR gate 448 thus is enabled to high and AND gate 450 goes to high to drive the driver 351 to actuate all of the positive lock solenoids on both A and B consoles. When the AND gate 381 goes to high, the high is transmitted through line 370 to AND/ OR gate 454 to enable the latter to high and cause the negative pulser 456 (see FIG. 21) to generate a negative pulse which travels through line 458 to the various score readout flip flops 460 (see FIG. 18) to switch all of the latter to low thereby erasing the previous score visible on the scoreboard 18. Since the condition is not preset, the condition of the line 368 is low, thus the flip flop gate 382 is switched to low. A clock 384 emitting alternating high-low pulses is connected to an AND/NOR gate 386 is a continuous high. Thus the AND gate 380 is enabled and the drive 388 lights the ready light 42 steadily. The shooter sees the lit ready light 42 and he knows that launcher conditions have been set by the launching team.

Should the launching team not select a launcher, a velocity and a delay in the five second time period, the present condition will operate in the following manner. As previously explained, the positive pulser 364 (see FIG. 17) will generate a high pulse through line 368 which will switch the flip flop gate 298 to high thus setting all of the launchers for a fast velocity launch. The high pulse will also enable AND gate 309 (see FIG. 16) to high and thus switch the flip flop gate 288 to high partially enabling the AND/NOR gate 175. It is further noted that when preset exists the low from the NOR gate 366 will switch any preselected flip flop gates 278, 280, 284, 286, 290 294 or 296 back to low, thus overriding the partial selection made by the launching team. Still further, an AND gate 390 (see FIG. 15) is enabled by the high pulse in line 368, and the flip flop gate 282 is switched to high partially enabling the AND gate 373. The preset" will always result in a launch from launcher 3 at a fast velocity with a one second delay. Thus one input to the AND/NOR gate 386 will be high and the other input will be alternating high and low pulses from the clock 384. Therefore, the output of the AND/NOR gate 386 will be a pulsating high and low which will sequentially enable and disable the AND gate 380 causing the ready light 42 to flash off and on. In this manner the shooter will know that the launching team did not completely select launching conditions in the five second time period,

a and he will know from being preinformed that the target will be launched from launcher 3 at a fast velocity and a one second delay. Thus he will have an easy shot and the launching team will thus be penalized.

As soon as the ready light 42 lights up, the shooter will preferably have ten seconds in which he must actuate the pull button 3 which is preferably mounted on the forearm of the gun. When the pull button is depressed, the switch 392 (see FIG. 16) will be depressed and its output will go to high. The AND gate 314 will then be completely enabled to high. It is noted that when the flip flop gate 378 was switched to high, the AND gate 396 was partially enabled, thus when the OR gate 394 goes to high, the AND gate 396 is completely enabled and the flip flop gate 398 is switched to high. The high pulse is passed along line 400 and completely enables AND/NOR gate 374 so that the latter emits a low pulse. It is noted that in case of preset," the line 400 would completely enable the AND/NOR gate 375. It is readily apparent that the high in line 400 will completely enable any one of the AND NOR gates 374, 375, 377 which was already partially enabled. The low pulse from the AND/NOR gate 374 is delayed for three seconds by the delay 402 which then emits the delayed low to the inverter 404 which in turn emits a high pulse. It is further noted that when the flip flop gate 378 is switched to high, a high is transmitted through line 401 to NOR gate 406 which emits a low pulse to an auto launch delay device 408 which delays the low pulse for a predetermined period, for example for seconds. The shooter has 10 seconds during which he must depress the pull button or automatic launch will occur. The high pulse from the inverter 404 (or the inverter 405 in the case of automatic launch) enables the OR gate 410 to emit a high pulse through lines 412 and 414. Since the line 412 operates the solenoid 92, the target is launched. The high in line 414 causes a positive pulser 418 to generate a high (see FIG. 18). The NOR gate 420 then emits a low pulse to begin the scoring timer 422. The timer 422 is in the form of a sequential generator which drives a rear projection readout.

Referring to FIG. 16, the line 414 and flip flop gate 398 are connected to an AND gate 424 (see FIG. 18) which is enabled to high and which partially enables AND gate 426. The line 428 is connected to the microphone 14. When the microphone senses the sound of the shooter firing at the target, a high is generated in line 418 to completely enable AND gate 426. The flip flop gate 300 is then switched to high to actuate a negative pulser 420 which generates a low pulse. The low pulse passes through the NOR gate 432 and is inverted to a high pulse which is fed into the sequential generator 432 and which acts to completely enable whichever one of the AND gates 434 is at that time partially enabled. When the AND gate 434 is completely enabled, a readout driver 436 is actuated to drive a readout score indicator which is visible on the scoreboard 18. It is noted that AND gate 426 is connected to the zero score readout so that if the gun is not fired before the zero score is reached, the flip flop gate 300 will then be switched to high to actuate the negative pulser 430. The low pulse generated by the negative pulser 430 is also carried by line 431 to AND gate 438 (see FIG. 16) to disable the AND gate 380, thus turning off the ready light 42. When the flip flop gate 378 is thus switched to low, line 396 connected thereto goes to low to switch the flip flop gate 398 to low.

When one of the readout scores 10-0 has been flashed by firing the gun, or by reaching zero score, the OR gate 440 is enabled to high and the negative pulser 442 generates a low pulse (see FIG. 18). The low pulse travels to the flip flop gate 302 and switches the latter to low. The low pulse also passes through line 444 to the flip flop gate 446 to switch the latter to low thereby disabling the OR gate 448 and the AND gate 450 to release all positive lock solenoids on both A and B" consoles (see FIG. 20.) The low pulse in line 444 is also transmitted to flip flop gates 250 and 251 (see FIG. 14) to switch the latter flip flops to low.

When the flip flop gate 250 has been switched to low by the flashing of the score on the readout scoreboard, it is readily apparent that B team can start the shooting cycle over again merely by actuating the B on button and the capacities of the consoles are thus reversed, B team becoming the launching team, and A team becoming the shooting team. The game thus progresses by periodically changing the capacities of the consoles and by means of the shooting team initiating the individual shooting cycles. It is noted that the positive locking devices will be automatically released each time a single shooting cycle ends, and the positive and accumulative locking devices will be released each time the capacities of the consoles are changed.

It will be readily appreciated that the game apparatus of this invention will be attractive to both novice and experienced shooters, and will provide an interesting game having the elements of suspense, surprise, and excitement. By pitting one team against another, the formation of shooting leagues will be encouraged. The game played with the apparatus of this invention readily lends itself to the tabulation of team and individual standings and statistics, thus increasing the long term and short term interest of the shooters.

Since many changes and variations of the disclosed embodiment of the invention may be made without departing from the inventive concept, it is not intended to limit the invention otherwise than as required by the appended claims.

What is claimed is:

1. Apparatus for a shooting game comprising:

a. a shooting station;

b. a target launching station;

c. launching means at said target launching station operative to launch targets toward said shooting station; and

d. scoring means for indicating a score, the value of which score is proportional to the period of actuation of said scoring means, and said scoring means being operative to be actuated when a target is launched, and further operative to be deactuated when a shot is fired at a launched target.

2. Apparatus for a shooting game comprising: 

1. Apparatus for a shooting game comprising: a. a shooting station; b. a target launching station; c. launching means at said target launching station operative to launch targets toward said shooting station; and d. scoring means for indicating a score, the value of which score is proportional to the period of actuation of said scoring means, and said scoring means being operative to be actuated when a target is launched, and further operative to be deactuated when a shot is fired at a launched target.
 2. Apparatus for a shooting game comprising: a. a shooting station; b. a target launching station; c. a plurality of target launching means positioned at said launching station and operable to launch targets toward said shooting station; d. means operable to select one of said target launching means to launch a target; e. counting means for indicating a score which changes during the period of actuation of said counting means; f. means operative to actuate said counting means when a target is launched; and g. means operative to deactuate said counting means when a shot is fired at a launched target.
 3. Apparatus for a shooting game comprising: a. a shooting station; b. a target launching station; c. launching means at said target launching station operative to launch a target toward said shooting station; and d. score-indicating means operative to indicate a numerical score having a value which is proportional to the time lapse between the time when a target is launched and the time when a shot is fired at the target launched.
 4. A combination for a shooting game comprising: a. a shooting station; b. a target launching station; c. a plurality of target launchers positioned at said launching station; d. means operative to position a target in only one of said target launchers; e. means operative to actuate said one target launcher to launch said target; f. scoring means for indicating a score having a value which is proportional to the period of actuation of said scoring means; g. means operative to actuate said scoring means when said target is launched; and h. means operative to deactuate said scoring means when a shot is fired at said launched target.
 5. A combination for a shooting game comprising: a. a shooting station; b. a target station; c. a plurality of means at said target station operative to present a target into view of said shooting station; d. means operative to actuate only one of said target presenting means whereby only one target is brought into view of said shooting station; e. counting means for indicating a score which is proportional to the period of actuation of said counting means; f. means operative to actuate said counting means when a target is brought into view of said shooting station; and g. means operative to deactuate said counting means when a shot is fired at said viewed target.
 6. A combination for a shooting game comprising: a. a shooting station; b. a target launching station; c. a plurality of target launching means at said launching station; d. means operative to position a target in only one of said target launching means; e. means operative to vary launch velocity of said target launcher whereby said target can be launched at any one of a number of launch velocities; f. signalling means selectively operable to remotely actuate said launching means; g. delay means interposed between said signalling means and said launcher to delay launch of said target after actuation of said signalling means; h. counting means for indicating a score which changes during the period of actuation of said counting means; I. means operative to actuate said counting means when a target is launched; and j. means operative to deactuate said counting means when a shot is fired at a launched target.
 7. Apparatus for a shooting game comprising: a. a shooting station; b. a target launching station spaced apart from said shooting station; c. launching means at said target launching station operative to launch targets into the air; d. scoring means for indicating a score which changes during actuation of said scoring means, said scoring means being operatively connected to said launching means, said scoring means being actuated when a target is launched; and e. means operatively connected to said scoring means for deactuating the latter when a shot is fired at a launched target.
 8. The apparatus of claim 7, further comprising means connected to said launching means and operable to vary the velocity of a launched target.
 9. The apparatus of claim 7, further comprising means connected to said launching means and operative to delay launch of a target for a predetermined time period.
 10. Apparatus for a shooting game comprising: a. shooting station; b. a target launching station offset from said shooting station; c. target launching means at said target launching station operative to launch targets into the air; d. scoring means for indicating a score which changes during the period of actuation of said scoring means, said scoring means being operatively connected to said launching means, said scoring means being actuated when a target is launched; e. means operatively connected to said scoring means to deactuate the latter when a shot is fired at a launched target; f. means connected to said launching means and operative to preselect a predetermined launch velocity from one of a number of available velocities; g. means connected to said launching means and operative to preselect a predetermined launch delay from one of a number of available launch delays; and h. means connected to said launching means and operable to actuate said preselections to launch a target.
 11. A combination for a shooting game comprising: a. a shooting station; b. a target launching station; c. a plurality of target launching means at said launching station; d. means operative to preselect only one of said target launcher means to launch a target; e. means operative to preselect a predetermined launch velocity from one of a number of available velocities; f. means operative to preselect a predetermined launch delay from one of a number of available launch delays; g. means operative to indicate to said shooting station that said preselections of launcher, velocity and delay have been made; h. means operative to actuate said preselections to launch a target; i. counting means for indicating a score which changes during the period of actuation of said counting means; j. means operative to actuate said counting means when a target is launched; and k. means operative to deactuate said counting means when a shot is fired at a launched target.
 12. A combination for a shooting game comprising: a. a shooting station; b. a target launching station; c. a plurality of launching tubes positioned at said launching station; d. a bin for storing a plurality of targets; e. means operative to separate a single target from a plurality of targets in said bin; f. sensor means for testing whether said single target is intact; g. means operative to discard a separated broken target; h. means operative to deliver a separated intact target to a preselected launcher tube; i. means operative to deliver a blast of pressurized gas to said preselected launcher tube to launch the target into the air; j. counting means for indicating a score which changes during the period of actuation of said counting means; k. means operative to actuate said counting means when a tArget is launched; and l. means operative to deactuate said counting means when a shot is fired at a launched target. 